| 2x ⦿ Super Effective |
Bug
Ghost
Dark
|
|---|---|
| 1x – Normal |
Normal
Fire
Water
Grass
Electric
Ice
Poison
Ground
Flying
Rock
Dragon
Steel
Fairy
|
| 0.5x △ Resists |
Fighting
Psychic
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Alluring Voice | special | 80 | 12 | Confuses the target if its stats were boosted during the turn this move is used. | |
| Baton Pass | status | - | 20 | The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in. | |
| Calm Mind | status | - | 20 | Boosts the user's Sp. Atk and Sp.Def statsby 1 stage. | |
| Charge Beam | special | 50 | 12 | Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage. | |
| Charm | status | - | 20 | Lowers the target's Attack stat by 2 stages. | |
| Covet | physical | 60 | 20 | f the user is not already holding an item, it steals the target's held item. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Dig | physical | 80 | 12 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | |
| Endure | status | - | 12 | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Energy Ball | special | 90 | l | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Expanding Force | special | 80 | 12 | If the user is under the effect of Psychic Terrain, this move's power is boosted by 50% and its range extends to all opponents. | |
| Extrasensory | special | 80 | 20 | Has a 10% chance of making the target flinch. | |
| Facade | physical | 70 | 20 | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. | |
| Fake Out | physical | 40 | 12 | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. | |
| Fake Tears | status | - | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| Future Sight | special | 120 | 12 | Gives the target the Future Attack status, where the Pokémon in the targeted spot will take damage 2 turns after the status is activated. | |
| Giga Impact | physical | 150 | 8 | The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn. | |
| Gravity | status | - | 8 | Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used. | |
| Helping Hand | status | - | 20 | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Hyper Beam | special | 150 | 8 | The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn. | |
| Iron Tail | physical | 100 | 16 | Has a 30% chance of lowering the target's Defense stat by 1 stage. | |
| Light Screen | status | - | 20 | Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles. | |
| Magic Room | status | - | 12 | Gives the entire field the Magic Room status for 5 turns, where most held items will not work. | |
| Nasty Plot | status | - | 20 | Boosts the user's Sp. Atk stat by 2 stages. | |
| Payback | physical | 50 | 12 | This move's power is double if the user attacks after the target. | |
| Play Rough | physical | 90 | 12 | Has a 10% chance of lowering the target's Attack stat by 1 stage. | |
| Protect | status | - | 8 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Psych Up | status | - | 12 | The user copies the target's stat changes. | |
| Psychic | special | 90 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Psychic Noise | special | 75 | 12 | Gives the target the Healing Prevented status, where the Pokémon is unable to restore HP from moves, abilities, or held items, for 2 turns. | |
| Psychic Terrain | status | - | 12 | Turns the entire field into Psychic Terrain for 5 turns. | |
| Psyshock | special | 80 | 12 | This is a special move, but the damage it deals is calculated using the target's Defense stat. | |
| Rain Dance | status | - | 8 | Summons rain for 5 turns. | |
| Reflect | status | - | 20 | Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles. | |
| Rest | status | - | 8 | Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full. | |
| Role Play | status | - | 12 | Changes the user's Ability to be the same as the target's. | |
| Round | special | 60 | 16 | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | |
| Safeguard | status | - | 20 | Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused. | |
| Shadow Ball | special | 80 | 16 | Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Skill Swap | status | - | 12 | The user and the target swap their Abilities. | |
| Sleep Talk | status | - | 12 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Snore | special | 50 | 16 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | |
| Stored Power | special | 20 | 12 | This move's power is increased by20 for each stage that the user's stats have been boosted. | |
| Substitute | status | - | 12 | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP. | |
| Sucker Punch | physical | 70 | 8 | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. | |
| Sunny Day | status | - | 8 | Summons harsh sunlight for 5 turns. | |
| Tail Slap | physical | 25 | 12 | The user attacks 2 to 5 times in a row. | |
| Thunder Wave | status | - | 20 | Paralyzes the target. | |
| Thunderbolt | special | 90 | 16 | Has a 10% chance of paralyzing the target. | |
| Tickle | status | - | 20 | Lowers the target's Attack and Defense stats by 1 stage. | |
| Trailblaze | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| Trick | status | - | 12 | The user and the target swap their held items. | |
| Trick Room | status | - | 8 | Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns. | |
| Wonder Room | status | - | 12 | Gives the entire field the Wonder Room status, where Pokémon's Defense and Sp. Def stats are swapped, for 5 turns. | |
| Yawn | status | - | 12 | Makes the target drowsy. This move never misses. | |
| Zen Headbutt | physical | 80 | 16 | Has a 20% chance of making the target flinch. |